Using Mods: Difference between revisions

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Much of the content of GC3 is defined in editable XML files that can be changed or added to by user created mods.  Mods are placed in the Documents\My Games\GalCiv3\Mods folder for the base game, or in the Documents\My Games\GC3Crusade\Mods folder for the Crusade and Intrigue expansions.
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It is recommended, however, that you create a folder in Mods with a name that's easy for you to remember. Then, create a folder in it and name it "Game." The copy of the GalCiv3GlobalDefs.xml goes in the game folder. Make sure to use the correct XML file! There is one for the base game, another for the Intrigue expansion and another for the Retribution expansion. The folders for the expansions are in the DLC folder of the base game.


Much of the content of GC3 is defined in editable XML files that can be changed or added to by user created mods.  Mods are placed in the Documents\My Games\GalCiv3\Mods folder for the base game, or in the Documents\My Games\GC3Crusade\Mods folder for the Crusade and Intrigue expansions.
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Mod Folder/File Structure </h1>
<br/>
<h2>Mod Folder/File Structure</h2>
An ExampleMod folder is created in the Mods folder for you the first time you run the game to show the expected folder structure of a mod.
An ExampleMod folder is created in the Mods folder for you the first time you run the game to show the expected folder structure of a mod.
<br/><br/>
 
Each mod is placed in its own folder in the Mods folder.  Within a mod's folder you will find (or create, if you're writing a mod) five folders:
Each mod is placed in its own folder in the Mods folder.  Within a mod's folder you will find (or create, if you're writing a mod) five folders:
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<ul style="margin-left:45px;">
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Each of these folders corresponds to a folder in the game's file structure (steamapps\common\Galactic Civilizations III\data or steamapps\common\Galactic Civilizations III\DLC\EXP2_Crusade).  Files that a mod replaces or that add content to a base file are placed in the folder with the same name as that file in the game's file structure.  For example, ImprovementDefs.xml (which defines all the improvements that may be built on a planet) is found in the Game folder in Steam file structure, so any mod that changes it or adds new improvements to it would be in the Game folder of the mod's folder).
Each of these folders corresponds to a folder in the game's file structure (steamapps\common\Galactic Civilizations III\data or steamapps\common\Galactic Civilizations III\DLC\EXP2_Crusade).  Files that a mod replaces or that add content to a base file are placed in the folder with the same name as that file in the game's file structure.  For example, ImprovementDefs.xml (which defines all the improvements that may be built on a planet) is found in the Game folder in Steam file structure, so any mod that changes it or adds new improvements to it would be in the Game folder of the mod's folder).
<br/><br/>
 
Not all of these folders are required.  If any of these folders in a mod is empty it may be omitted.
Not all of these folders are required.  If any of these folders in a mod is empty it may be omitted.
<br/>
 
<h2>Installing a mod</h2>
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Installing a mod </h1>
Unzip the mod if it is compressed and place it in the Mods folder.  You must start a new game to see a mod's effects.  When a new game is started GC3 reads all the XML, processes it, and stores it in your saved game.  Thus any changes to the XML are not seen until a new game is started.
Unzip the mod if it is compressed and place it in the Mods folder.  You must start a new game to see a mod's effects.  When a new game is started GC3 reads all the XML, processes it, and stores it in your saved game.  Thus any changes to the XML are not seen until a new game is started.
<br/>
 
<h2>Where to find mods</h2>
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Where to find mods </h1>
Many mods have posts describing them in the GC3 Modding section of the GC3 forums.  Some of these can be downloaded from links in the posts, others have external links for downloads.
Many mods have posts describing them in the GC3 Modding section of the GC3 forums.  Some of these can be downloaded from links in the posts, others have external links for downloads.
<br/><br/>
 
There are also a number of mods available on the Nexus mods website, www.nexusmods.com/galacticcivilizations3  
There are also a number of mods available on the [https://www.nexusmods.com/galacticcivilizations3 Nexus mods website].
<br/>
 
<h2>Some popular mods</h2>
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Additional Modding Guides </h1>
This is not a complete list ...
 
<ul style="margin-left:45px;">
'''Custom Ship Styles:''' [https://forums.galciv3.com/465834/guide-creating-ship-style-sets-for-custom-factions Guide by forum user Dumhead]
<li>Gauntlet's Race Mod</li>A huge overhaul of the game, adding many new races, ship sets, and more.  Available on Nexus.
 
<li>Enhanced Terraforming</li>Adds new terraforming improvements that require resources to build.  Crusade compatible version can be found in this forum post https://forums.galciv3.com/469459/page/2/#3675733
'''Custom Factions:''' [https://forums.galciv3.com/461709 Guide by developer Kael]
<li>SoL's Anomalies Mods</li>There are actually three of these mods that add new anomalies of different types. Available on Nexus.
 
<li>SoL's Colonization Events</li>Adds new events that fire when you colonize a planet.  Available on Nexus.
'''Modder's Guide:''' [https://forums.galciv3.com/473442 Guide by developer Kael]
<li>Expanded Cities</li>Provides four different sizes of cities to help expand your population. Available on Nexus.
</ul>

Latest revision as of 16:28, 8 January 2024

Much of the content of GC3 is defined in editable XML files that can be changed or added to by user created mods. Mods are placed in the Documents\My Games\GalCiv3\Mods folder for the base game, or in the Documents\My Games\GC3Crusade\Mods folder for the Crusade and Intrigue expansions.

It is recommended, however, that you create a folder in Mods with a name that's easy for you to remember. Then, create a folder in it and name it "Game." The copy of the GalCiv3GlobalDefs.xml goes in the game folder. Make sure to use the correct XML file! There is one for the base game, another for the Intrigue expansion and another for the Retribution expansion. The folders for the expansions are in the DLC folder of the base game.

Mod Folder/File Structure

An ExampleMod folder is created in the Mods folder for you the first time you run the game to show the expected folder structure of a mod.

Each mod is placed in its own folder in the Mods folder. Within a mod's folder you will find (or create, if you're writing a mod) five folders:

  • Campaigns
  • Core
  • Game
  • ParticleScriptDefs
  • Text

Each of these folders corresponds to a folder in the game's file structure (steamapps\common\Galactic Civilizations III\data or steamapps\common\Galactic Civilizations III\DLC\EXP2_Crusade). Files that a mod replaces or that add content to a base file are placed in the folder with the same name as that file in the game's file structure. For example, ImprovementDefs.xml (which defines all the improvements that may be built on a planet) is found in the Game folder in Steam file structure, so any mod that changes it or adds new improvements to it would be in the Game folder of the mod's folder).

Not all of these folders are required. If any of these folders in a mod is empty it may be omitted.

Installing a mod

Unzip the mod if it is compressed and place it in the Mods folder. You must start a new game to see a mod's effects. When a new game is started GC3 reads all the XML, processes it, and stores it in your saved game. Thus any changes to the XML are not seen until a new game is started.

Where to find mods

Many mods have posts describing them in the GC3 Modding section of the GC3 forums. Some of these can be downloaded from links in the posts, others have external links for downloads.

There are also a number of mods available on the Nexus mods website.

Additional Modding Guides

Custom Ship Styles: Guide by forum user Dumhead

Custom Factions: Guide by developer Kael

Modder's Guide: Guide by developer Kael